I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix it. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Put Mrissi after anything that changes Khajiits. Fixing the "dark face" NPC bug in Skyrim SE GitHub - Gist I also opened the face mesh in NifSkope, and it looks fine there. Copyright 2023 Black Tree Gaming Ltd. All rights reserved. Maybe that was already common knowledge, but I didn't know it. In most cases your problem is solved. Black Face Bug even after generating FaceGen data : r/skyrimmods - reddit First, you need to export face gen data for each NPC. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. This mod is needed to extract all unique heads to allow you customize their textures. It doesn`t happen with new NPCs added by mods, as all their facegen data is only under the Mod.esp folder. Getting back to Skyrim NPCs: the safe thing is for every facegen mesh to be accompanied by an NPC record edit, and vice versa. I know it works there with CTRL+F4, but the software is horribly optimized and takes like 10 minutes to load up the main game, update, and DLCs. Skyrim Special Edition Mod Troubleshooting, Fangs and Eyes - A Vampire Appearance Mod. This is really useful for spawning multiple NPCs to test. This worked fine, but I have 1 problem. Start from selected file' from the main menu, now you can choose which files or records you want to check, just select them, 'Apply Script' then click button '2. The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). Press Ctrl + F4 (which will not close the window; it's the command to export facegen data) and click Yes to confirm. I've been trying to fixe some darkface issues with my game and I tracked the source down to my smashed patch, but when I load it into the creation kit to run facegen, it always comes back with an unspecified fatal error. - The new CK will work like the old CK when you press , it will put the facegeom data in folders named after the original vanilla or DLC plugin. It did not. I think that this is what is happening: * Mod A adds a new face for Lydia under the Skyrim.esm folder and the ModA.esp folder, * Mod B adds a new face for Lydia under the Skyrim.esm folder and the ModB.esp folder, * The game loads the face for Lydia under ModA.esp folder + the face for Lydia under the Skyrim.esm folder added by Mod B + the face for Lydia under the ModB.esp folder. I was able to delete all the changes made to the NPCs in the .esp, but in addition to the main .esp there are texture and mesh files in the main mod data directory and I cant figure out how I can get rid of these. Some assets in this file belong to other authors. These "missing facegen data" issues are rather rare and very special cases. Looking into it the source seems to be that the creation kit is physically unable to load all the masters to the patch due to space limitations, so now I'm wondering if there is a way to export facegen data without the use of the creation kit. So I'm using xEdit to modify an NPC mod for my own use, Pandorable's Dragonborn to be more specific. Black faces. Tried regenerating faces. Apparently, I'm not doing it Skyrim Generate Facegen DataAnother trick for spawning multiple NPCs If nothing had changed regarding facegen, then we could use NifMerge to simply convert the old game's head nifs into head nifs for the new game, but we can't. In my tests, preprocessed FaceGen would load in about 0.2ms per NPC, while generating it could take roughly 30-70ms depending on the NPC. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Bijin, Better Bards). Repeat Steps 4-6 for any other mods with broken . If you're still looking for a solution, this is what I do: go to https://skyrimcommands.com/npcs, and enter in the last 5 digits of the 8 digit code (so, for example, if you wanted to know what NPC was 00017935.nif, type in "17935" and boom - it'll tell you "Storn Crag-Strider"). I haven't figured it out yet, but I've been working on it for the past few days. In my first ever Creation Kit tutorial, I will show you how to export character Face Gen Data for NPCs in order to prevent the 'Grey/Dark Face Bug' and so you can see makeup/warpaint in-game.Here is a Playlist with all of my CK Tutorials: https://www.youtube.com/playlist?list=PLB4t0GI9oBEb9p7v8Pnca44gZWNNIgirYVisit My Websites!Girl Gamers - http://zyliceagirlgamersdream.wikia.com/wiki/Zylice_WikiFan Site - http://www.fanpop.com/clubs/zyliceSkyrim Mods \u0026 Resources - http://zyliceliddell.weebly.com/#/ Fixing the Gray Face: Skyrim Modding Tutorial - Weebly This covers that up. This is a completely new NPC, so there can be no other mods creating conflicts by editing her (no patch mods depending on the .esp). I have selected the NPC in the Creation Kit and pressed Ctrl+F4 to generate her facegen data. There's still one thing you could check: Get Nifskope (if you haven't already) and open the head mesh with it. Once you got your load order sorted, run Wrye Bash and create a "bashed patch". - Head nifs from the old game will work in the new game due to a degree of backwards compatibility and they will not exhibit the black head problem. Source code on GitHubThis work is licensed under the MIT License. Press question mark to learn the rest of the keyboard shortcuts. No matter what I do I can't get the yellow gross eyes to go away and be replaced with the ones from this mod. I appreciate the attempt. Log in to view your list of favourite games. Not needed but suggested heavily. Nnnnnope. So then, patch making time. This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. EasyNPC is a little bit smarter than this - for example, it knows the difference between plugins that edit NPC faces and plugins that edit other aspects of an NPC - but at the present time, these build checks are not . His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit. Edited by Belegost, 19 November 2020 - 03:58 pm. If you have multiple NPCs, you can hold down Ctrl and left click each entry so all of them can be selected. I was talking only about naming and location of files. That step is sometimes overlooked by mod authors - which also explains some black faces. New comments cannot be posted and votes cannot be cast. Espaol - Latinoamrica (Spanish - Latin America), https://www.nexusmods.com/skyrimspecialedition/mods/10522/. This mod prevents the game from discarding tint data, so when errors are encountered, it will regenerate faces with correct colors. For example: Looking at tint layers, it seems pretty clear what the issue is. I remembered someone had an in game solution that if you change the weight of an NPC in the console commands it would temporarily restore their facegen data and solve the bug until you left the cell. However I could do it would be fine, I just need to have a way to actually do it, since currently my only option would be to test it one at a time deleting a single FaceGen file and checking all the NPCs to see if they were affected. There appears to be nothing at all wrong with Padma's records. I tried to see if those numbers showed up under the NPC in xEdit and couldn't find anything, I found which FaceGen file was Storn's due to the .dds preview but the number isn't with him in xEdit, if you know what I'm saying. Unfortunately, it's not a case of multiple mods modifying a single npc. This tool doesn't do anything by itself. That's because his formID is 04017935, as the character originates in Dragonborn, the fourth plugin in your load order. I also opened the face mesh in NifSkope, and it looks fine there. Enter as many NPCs as you want in this format, (but if you're spawning more than 5 or 6, I recommend using multiple files so the NPCs don't get all clustered together), save the file as a .txt, then in Skyrim hit the ~ key to bring up the console and type "bat ". I never before have ran/installed so many mods as I did now (my current build), that's why I have (now) some NPCs with black faces bug. I also can't see anything obviously wrong regarding poor Padma. now will not add same npc to console command batch file again and again. - Or, it's also possible it is supposed to work exactly like the old CK and facegeom data is always supposed to be saved to the original vanilla or DLC plugin folder, meaning the auto-saving to a folder named after your own plugin is the bug. Race. But, it does not auto-save to the folder named after the original (vanilla or DLC) plugin, where the old CK would put them when pressing . Open your data folder (or overwrite, in case of MO2 users) Navigate to: meshes\actors\character\FaceGenData\FaceGeom\Cuyima 3DNPC - Redone. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. All rights reserved. You only need to pack the facegen data files under the Skyrim.esm folder and it works fine! Run only for selected files or records' from the main menu, add a option for creating a plugin to collect dark face NPCs. Any ideas why? Remarks You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. After exporting facegen textures from the GECK by pressing CTRL+F4 with the NPC records highlighted ( note, you must be in the NPCs category in the Object Viewer, not in the All category, or else CTRL+F4 will not produce output ), the output files from the GECK consist of both DDS and TGA files. Valve Corporation. I like the changes it makes to female NPCs but not the guys, so I want to go into xEdit and get rid of the changes to the guys while keeping what was done to the ladies. Hi, I am obviously a modding noob but I'm trying to patch FaceGen using your guide and the DarkFace script mod. While they're highlighted, press Ctrl + F4. Problems appear when you use more than one mod that modifies the same NPC face. So to get the corresponding facegen files, you need to change the first two numbers to 0. All rights reserved. A guide about using CK to fix them: Guide: Creating FaceGen Data (from RageYT0) Sometimes you should let the mod auther to fix them. They also won't allow certain geometries the old game's head nifs would allow. However, if the head nif was the result of a RaceMenu/NifMerge session and includes custom mesh paths for things like eye geometry or 3rd party hair, those geometries will be missing in game. NPCs whose heads get regenerated will always be based on their face morph data from your loaded plugins. Thanks for the tip. Forget about the ones under the Mod.esp folder! However, Fluff's Hybrid Khajiit appears to remove the racial face tint layers with indexes 4, 5, 6, 17, and 18 from KhajiitRace and replace them with new layers with indexes 24, 26, 36, 27, and 28 respectively. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. like "/actors/character/facegendata/facetint/palaces castles enhanced.esp/0000130c.dds". This mod is opted-in to receive Donation Points. So what am I missing? I sure can't tell. Another trick for spawning multiple NPCs without having to do a bunch of typing, is create a text file in your Skyrim game's data folder with each line corresponding to an NPC in the format "player.placeatme ". Just made my first weapon in Blender and want to know how to port over to Skyrim. Use caution. Several functions may not work. I opened up my entire current load order at once in SSEEdit to figure out which plugin was the last file to modify that record (note: the Race record, not the Actor record), which in my case was the USSEP plugin. Her face is not discolored in my game, but if she is in yours, use this. NifMerge can't even open head nifs made with the new CK. My knowledge regarding NPCs largely stems from creating followers / NPCs for small quests and working with NPC overhauls. minor change: log filename change to DarkFaceIssueReporterXXXXXXXX.txt, now you can select which file you want to start from, just select the file, 'Apply Script' then click button '1. Is there a way to export facegen data without the creation kit? Now, all modders releasing mods modifying vanilla NPCs need to follow this to avoid problems. Facegen export requires CK no way around that, but only export it for the npc's you're having proiblems with (use CK Fixes) and if you have any sense you'll put them in matching BSA's as their loading/override will be automatic and avoid loose facegen files like the plague because they always override regardless. That didn't work either, even after regenerating face data again with the patch: You did a lot of work to provide us with information. Afaik it is just CK putting facegen files in the wrong folder and you need to move those files yourself where they should be (folder named after the master file of NPC record). Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Load your current load order. In Skyrim, when you changed the face of a vanilla NPC all facegen data was generated only under the folder "Skyrim.esm" In Skyrim Special Editionm when you cange the face of a vanilla NPC the facegen data is generated under two folders: "Skyrim.esm" and "Mod.esp" (where Mod.esp is the name of the mod changing those faces. First, pick one mod that alters NPC faces and use just that one. No glitches or bugs at all. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). then check your Skyrim SE Data directory and see if there is a Textures and Meshes folder there. Again: Regenerating facegen data won't help most of the time - on the contrary: You will most likely screw up your beautiful NPCs UGH misinformation is the worst. facegen - Reddit post and comment search - SocialGrep I didnt stop to think that it includes load order like literally everything else does, I guess I should have. They will also be affected by appearance mods such as Expressive Facegen Morphs and High Poly Vanilla Hair, which would normally only affect the player unless explicitly regenerated in CK. TBH, I'm not sure what exactly happens here. Which is a pita. Skyrim Special Edition Creation Kit and Modders. I don't know why people still advice regenerating facegen data. Updates your NPC faces to match body in a quick and efficient way. a xEdit Script to find "Dark Face Issues" and address them, then create console command batch files for checking in game. The only problem is that I cant figure out which file belongs to which NPC since they all have names like "000A151C.dds" and I cant do anything with that. NPC Facegen Patcher at Skyrim Special Edition Nexus - Nexus Mods Open the Creation Kit and click File > Data. A tint mask with "wrong" base settings should lead to a noticable difference in colour, but not to a dark brown face. It will only help if a mod is missing facegen data (or if the facegen data isn't where the game expects it). The mesh and textures were correctly generated and can be found in my data folder (also correct filenames, they correspond to her Editor ID). :), Press J to jump to the feed. This author has not provided any additional notes regarding file permissions, sfts - for devising a clever way of identifying nif blocks based on xEdit's 'NIF - replace string' script and letting me use his codePieron - for the original NPC Appearance PatcherElminsterAU and the xEdit Team - who made it all possible in the first place, This mod is not opted-in to receive Donation Points. But in SSE things are not so easy. Eliminates the dreaded "dark face" issue that occurs when the game encounters FaceGen errors. Should fix the void face bug, if you get it, Prevent a crash on startup when using broken mods with bad race (RNAM) data; an error will be printed to the SKSE log instead. Copyright 2023 Robin Scott. After the CK has finished, all of your newly exported FaceGen data can be found in the Overwrite folder of your mod list. Dark Face Issue Reporter - Nexus Mods :: Skyrim Special Edition ! Go to Skyrim's main menu, select "Mod Configuration", "Review Studio", the studio you want, then back out of the menu and you'll be transported there. When the FaceGen files are there yet the faces don't match in game, every male NPC affected by the mod has a dark face, and unless I found a way to figure out which FaceGen file belongs to who and delete them then I'd be stuck with dark faces. The mods in question are found here and here. Where does CreationKit export facegen data? : r/skyrimmods So, apparantly you need to have the last mod that modifies an Actor's Race as well as the last mod that modifies that Actor itself loaded if you want to generate correct FaceGen data. Do you mean that, moving the facegen files generated under the Mod.esp folder to the Skyrim.esm and only packing then the ones under Skyrim.esm will solve the problem? Look for the "BSDynamicTriShape" named "FemaleHead" (or something similar). The other way I could possibly get the right FaceGen files is to delete all of them and then export the files of the female NPCs like you can do in Creation Kit. If it is not there, With this guide, I will take you through the basics of creating a custom FaceGen with two or more Character Appearance mods, such as. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Could be worth a try. Install hundreds of mods with the click of a button. You can use this fix as a runtime equivalent to Creation Kit's 'Ctrl+F4' to generate FaceGen. Sorry No worries. - The black head seems to happen no matter what. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Any way of fixing this or it is just something we have to learn to live with? It SHOULD read sth. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. It's a flaw in Nifmerge. That site also lets you input the NPC's name and will then give you their code. Simple solution that works (well, most of the time): Make sure you got your load order sorted correctly. Thank Bethesda for the shiesty BS, Soft. Export NPC Face Textures - GECK Well, that depends on what's causing the blackface bug in your case. In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. His FaceGen file is titled "00017935.dds" but that number appears nowhere under him in xEdit If I can find the FaceGen file associated with the NPC somewhere in xEdit, where would it be? That may have been their intention. I ended up having to revert to release version and opt out of beta patches, in order to be able to use CK again. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). So if anyone can help me with my problem of finding out who's FaceGen files belong to who, I would be very thankful. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Find which mod alters NPC faces, and which NPCs it alters, and open it in the Creation Kit. Log in to view your list of favourite games. Fixed delphi/pascal stupid 'else' handling. Let me know if you run into any problems. When it comes to black face issues, you should take a close look at NPC Replacers (e.g. Search Reddit posts and comments - see average sentiment, top terms, activity per day and more Several mods making changes to one and the same NPC can result in a black face. fixes dark face bugs (optional but recommended), ONLY NECESSARY IF YOU GET THE BLACKFACE BUG WHILE PATCHES ARE INSTALLED, WON'T FIX EVERY INCOMPATIBILITY, if Lyall appears with his face black colored, Or you will probably get dark face issue :>, Because the CK wouldn't let me Save Facegen, This not a fix but if you have grey face bug or whatever it works. I have also created facegen data for that npc via the CK which can be seen here: all of which exists in the KhajiitRace in the base game. This may be an issue having to do with quads verses triangles, but I'm not sure yet. Uses xEdit script. Community Forum Software by IP.BoardLicensed to: Nexus Mods, FaceGen can be a relatively confusing discussion with a new modder, or sometimes an experienced one. First, pick one mod that alters NPC faces and use just that one. How to find FaceGen data in SSEEdit? : r/skyrimmods - Reddit E.g. Select the altered NPCs and press Ctrl+F4 to export their FaceGen data. This only happens for vanilla NPCs. Blackjack_Davy 2 yr. ago. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account.

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